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About cruzlutor

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  • Birthday 09/29/1987

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  1. I had 90% zoom in Chrome , that was the reason for the issue.
  2. Hey guys, I'm making a couple of tests with Phaser3 and pixel art, but in Chrome it does not work well. [Chrome | Edge], is the same code, but as you can see in Chrome the sprite looks bad when it moves. Here is the code // Game Config const config = { width: window.innerWidth, height: window.innerHeight, pixelArt: true, roundPixels: false, antialias: false, backgroundColor: 0xffffff, scene: MainScene }; // Main Scene export class MainScene extends Phaser.Scene { constructor() { super({ key: 'MainScene' }); } preload() { this.load.image('player', '/assets/player.png'); } create() { this.player = this.add.image(50, 70, 'player'); this.player.setScale(4); const tweendata = { targets: this.player, x: this.player.x + 100, duration: 10000, } const tw = this.tweens.add(tweendata); } } Do you guys know how to fix this?
  3. Hello guys, I trying to debug Phaser3 cordova app through Chrome, but I'm getting an error, here is a screehshot. this happens when I tap the app or click the preview canvas And other question, Do you guys know how I can see in the debugger what is in the app? as you can see there is a black screen, but the android app actually has an image. Here is the APP code: var config = { type: Phaser.AUTO, width: window.innerWidth, height: window.innerHeight, scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload() { this.load.image("red", "red.png"); } function create() { this.add.image(100, 100, "red"); } thanks
  4. Awesome game, Did you wrap it with
  5. Looks fine, I feel no lag, but in your post the link is incorrect, you are misggin ":" in the URL
  6. Hello Guys! Color Stars is Is officially online Game distribution Play Store Thanks for all your feedback, It helped me a lot to improve the game.
  7. @bexphones Yes, I completely agree, in the coming days I'll do an update, thanks for your suggestions
  8. @Milton You are right, thanks for notice it
  9. @Milton In some mobile devices CANVAS drops a lot FPS, I have PHASER.AUTO for default, sound a good mechanic but the game Is mainly mobile-oriented
  10. @mattstyles Thanks for your feedback, the difficulty in something that I looking to fix, and there is coming a couple of new elements in development. tap function to change planet in planetarium is an excellent idea
  11. Hello devs! I want to share with you the first demo of Color Stars, It's a color puzzle flat game with an educational component. The game will be available on web and mobile (cocoon) Play here: I appreciate your feedback and comments Thanks UPDATE Add some "modifiers or traps" Speed fixed New planets added The game is almost ready, thanks to people who helped me testing it.
  12. That is a good point : ), and the main loop solution is easier to manage for me. thanks
  13. With time tick on main loop init(){ this.attackTimer = game.time } loop(){ // attack 1 time each second if(game.time > this.attackTimer + 1000){ this.attack() this.attackTimer = game.time } } But you can have a array of functions to evaluate
  14. Hello guys I'm working on a javascript game, some times I need to call a function 2, 3 or X seconds after an action, the question is. What is better in performance, create multiple setTimeout() or use the main loop to evaluate a function queue? thanks